765 lines
30 KiB
Plaintext
765 lines
30 KiB
Plaintext
#define REVENANT_SPAWN_THRESHOLD 20
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#define ABDUCTOR_MAX_TEAMS 4 // blame TG for not using the defines files
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//////////////////////////////////////////////
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// //
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// MIDROUND RULESETS //
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// //
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//////////////////////////////////////////////
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/datum/dynamic_ruleset/midround // Can be drafted once in a while during a round
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ruletype = "Midround"
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/// If the ruleset should be restricted from ghost roles.
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var/restrict_ghost_roles = TRUE
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/// What mob type the ruleset is restricted to.
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var/required_type = /mob/living/carbon/human
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var/list/living_players = list()
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var/list/living_antags = list()
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var/list/dead_players = list()
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var/list/list_observers = list()
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/datum/dynamic_ruleset/midround/from_ghosts
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weight = 0
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required_type = /mob/dead/observer
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/// Whether the ruleset should call generate_ruleset_body or not.
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var/makeBody = TRUE
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/datum/dynamic_ruleset/midround/trim_candidates()
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//
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// All you need to know is that here, the candidates list contains 4 lists itself, indexed with the following defines:
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// Candidates = list(CURRENT_LIVING_PLAYERS, CURRENT_LIVING_ANTAGS, CURRENT_DEAD_PLAYERS, CURRENT_OBSERVERS)
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// So for example you can get the list of all current dead players with var/list/dead_players = candidates[CURRENT_DEAD_PLAYERS]
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// Make sure to properly typecheck the mobs in those lists, as the dead_players list could contain ghosts, or dead players still in their bodies.
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// We're still gonna trim the obvious (mobs without clients, jobbanned players, etc)
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living_players = trim_list(mode.current_players[CURRENT_LIVING_PLAYERS])
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living_antags = trim_list(mode.current_players[CURRENT_LIVING_ANTAGS])
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list_observers = trim_list(mode.current_players[CURRENT_OBSERVERS])
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/datum/dynamic_ruleset/midround/proc/trim_list(list/L = list())
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var/list/trimmed_list = L.Copy()
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for(var/mob/M in trimmed_list)
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if (!istype(M, required_type))
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trimmed_list.Remove(M)
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continue
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if (M.GetComponent(/datum/component/virtual_reality))
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trimmed_list.Remove(M)
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continue
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if (!M.client) // Are they connected?
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trimmed_list.Remove(M)
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continue
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if(!mode.check_age(M.client, minimum_required_age))
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trimmed_list.Remove(M)
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continue
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if(antag_flag_override)
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if(!(antag_flag_override in M.client.prefs.be_special) || jobban_isbanned(M.ckey, antag_flag_override))
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trimmed_list.Remove(M)
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continue
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else
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if(!(antag_flag in M.client.prefs.be_special) || jobban_isbanned(M.ckey, antag_flag))
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trimmed_list.Remove(M)
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continue
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if (M.mind)
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if (restrict_ghost_roles && M.mind.assigned_role in GLOB.exp_specialmap[EXP_TYPE_SPECIAL]) // Are they playing a ghost role?
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trimmed_list.Remove(M)
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continue
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if (M.mind.assigned_role in restricted_roles) // Does their job allow it?
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trimmed_list.Remove(M)
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continue
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if ((exclusive_roles.len > 0) && !(M.mind.assigned_role in exclusive_roles)) // Is the rule exclusive to their job?
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trimmed_list.Remove(M)
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continue
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return trimmed_list
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// You can then for example prompt dead players in execute() to join as strike teams or whatever
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// Or autotator someone
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// IMPORTANT, since /datum/dynamic_ruleset/midround may accept candidates from both living, dead, and even antag players, you need to manually check whether there are enough candidates
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// (see /datum/dynamic_ruleset/midround/autotraitor/ready(var/forced = FALSE) for example)
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/datum/dynamic_ruleset/midround/ready(forced = FALSE)
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if (!forced)
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var/job_check = 0
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if (enemy_roles.len > 0)
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for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
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if (M.stat == DEAD)
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continue // Dead players cannot count as opponents
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if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles) && (!(M in candidates) || (M.mind.assigned_role in restricted_roles)))
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job_check++ // Checking for "enemies" (such as sec officers). To be counters, they must either not be candidates to that rule, or have a job that restricts them from it
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var/threat = round(mode.threat_level/10)
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if (job_check < required_enemies[threat])
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return FALSE
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return TRUE
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/datum/dynamic_ruleset/midround/from_ghosts/execute()
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var/list/possible_candidates = list()
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possible_candidates.Add(dead_players)
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possible_candidates.Add(list_observers)
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var/application_successful = send_applications(possible_candidates)
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return assigned.len > 0 && application_successful
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/// This sends a poll to ghosts if they want to be a ghost spawn from a ruleset.
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/datum/dynamic_ruleset/midround/from_ghosts/proc/send_applications(list/possible_volunteers = list())
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if (possible_volunteers.len <= 0) // This shouldn't happen, as ready() should return FALSE if there is not a single valid candidate
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message_admins("Possible volunteers was 0. This shouldn't appear, because of ready(), unless you forced it!")
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return
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message_admins("Polling [possible_volunteers.len] players to apply for the [name] ruleset.")
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log_game("DYNAMIC: Polling [possible_volunteers.len] players to apply for the [name] ruleset.")
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candidates = pollGhostCandidates("The mode is looking for volunteers to become a [name]", antag_flag, SSticker.mode, antag_flag, poll_time = 300)
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if(!candidates || candidates.len <= required_candidates)
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message_admins("The ruleset [name] did not receive enough applications.")
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log_game("DYNAMIC: The ruleset [name] did not receive enough applications.")
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return FALSE
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message_admins("[candidates.len] players volunteered for the ruleset [name].")
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log_game("DYNAMIC: [candidates.len] players volunteered for [name].")
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review_applications()
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return TRUE
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/// Here is where you can check if your ghost applicants are valid for the ruleset.
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/// Called by send_applications().
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/datum/dynamic_ruleset/midround/from_ghosts/proc/review_applications()
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for (var/i = 1, i <= required_candidates, i++)
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if(candidates.len <= 0)
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break
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var/mob/applicant = pick(candidates)
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candidates -= applicant
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if(!isobserver(applicant))
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if(applicant.stat == DEAD) // Not an observer? If they're dead, make them one.
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applicant = applicant.ghostize(FALSE)
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else // Not dead? Disregard them, pick a new applicant
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i--
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continue
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if(!applicant)
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i--
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continue
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var/mob/new_character = applicant
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if (makeBody)
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new_character = generate_ruleset_body(applicant)
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finish_setup(new_character, i)
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assigned += applicant
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notify_ghosts("[new_character] has been picked for the ruleset [name]!", source = new_character, action = NOTIFY_ORBIT)
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/datum/dynamic_ruleset/midround/from_ghosts/proc/generate_ruleset_body(mob/applicant)
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var/mob/living/carbon/human/new_character = makeBody(applicant)
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new_character.dna.remove_all_mutations()
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return new_character
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/datum/dynamic_ruleset/midround/from_ghosts/proc/finish_setup(mob/new_character, index)
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var/datum/antagonist/new_role = new antag_datum()
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setup_role(new_role)
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new_character.mind.add_antag_datum(new_role)
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new_character.mind.special_role = antag_flag
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/datum/dynamic_ruleset/midround/from_ghosts/proc/setup_role(datum/antagonist/new_role)
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return
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//////////////////////////////////////////////
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// //
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// SYNDICATE TRAITORS //
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// //
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//////////////////////////////////////////////
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/datum/dynamic_ruleset/midround/autotraitor
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name = "Syndicate Sleeper Agent"
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config_tag = "midround_traitor"
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antag_datum = /datum/antagonist/traitor
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antag_flag = ROLE_TRAITOR
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restricted_roles = list("AI", "Cyborg", "Positronic Brain")
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protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
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required_candidates = 1
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weight = 7
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cost = 10
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requirements = list(30,25,20,15,15,15,15,15,15,15)
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repeatable = TRUE
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high_population_requirement = 15
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flags = TRAITOR_RULESET
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/datum/dynamic_ruleset/midround/autotraitor/acceptable(population = 0, threat = 0)
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var/player_count = mode.current_players[CURRENT_LIVING_PLAYERS].len
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var/antag_count = mode.current_players[CURRENT_LIVING_ANTAGS].len
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var/max_traitors = round(player_count / 10) + 1
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if ((antag_count < max_traitors) && prob(mode.threat_level))//adding traitors if the antag population is getting low
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return ..()
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else
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return FALSE
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/datum/dynamic_ruleset/midround/autotraitor/trim_candidates()
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..()
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for(var/mob/living/player in living_players)
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if(issilicon(player)) // Your assigned role doesn't change when you are turned into a silicon.
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living_players -= player
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continue
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if(is_centcom_level(player.z))
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living_players -= player // We don't autotator people in CentCom
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continue
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if(player.mind && (player.mind.special_role || player.mind.antag_datums?.len > 0))
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living_players -= player // We don't autotator people with roles already
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/datum/dynamic_ruleset/midround/autotraitor/ready(forced = FALSE)
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if (required_candidates > living_players.len)
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return FALSE
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return ..()
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/datum/dynamic_ruleset/midround/autotraitor/execute()
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var/mob/M = pick(living_players)
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assigned += M
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living_players -= M
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var/datum/antagonist/traitor/newTraitor = new
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M.mind.add_antag_datum(newTraitor)
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return TRUE
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//////////////////////////////////////////////
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// //
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// Malfunctioning AI //
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// //
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//////////////////////////////////////////////
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/datum/dynamic_ruleset/midround/malf
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name = "Malfunctioning AI"
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config_tag = "midround_malf_ai"
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antag_datum = /datum/antagonist/traitor
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antag_flag = ROLE_MALF
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enemy_roles = list("Security Officer", "Warden","Detective","Head of Security", "Captain", "Scientist", "Chemist", "Research Director", "Chief Engineer")
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exclusive_roles = list("AI")
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required_enemies = list(6,6,6,4,4,4,2,2,2,1)
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required_candidates = 1
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weight = 2
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cost = 35
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requirements = list(101,101,70,50,50,50,40,30,30,30)
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high_population_requirement = 30
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required_type = /mob/living/silicon/ai
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var/ion_announce = 33
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var/removeDontImproveChance = 10
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/datum/dynamic_ruleset/midround/malf/trim_candidates()
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..()
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living_players = candidates[CURRENT_LIVING_PLAYERS]
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for(var/mob/living/player in candidates)
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if(!isAI(player))
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candidates -= player
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continue
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if(is_centcom_level(player.z))
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candidates -= player
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continue
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if(player.mind && (player.mind.special_role || player.mind.antag_datums?.len > 0))
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candidates -= player
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/datum/dynamic_ruleset/midround/malf/execute()
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if(!candidates || !candidates.len)
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return FALSE
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var/mob/living/silicon/ai/M = pick_n_take(candidates)
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assigned += M.mind
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var/datum/antagonist/traitor/AI = new
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M.mind.special_role = antag_flag
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M.mind.add_antag_datum(AI)
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if(prob(ion_announce))
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priority_announce("Ion storm detected near the station. Please check all AI-controlled equipment for errors.", "Anomaly Alert", "ionstorm")
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if(prob(removeDontImproveChance))
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M.replace_random_law(generate_ion_law(), list(LAW_INHERENT, LAW_SUPPLIED, LAW_ION))
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else
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M.add_ion_law(generate_ion_law())
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return TRUE
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//////////////////////////////////////////////
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// //
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// WIZARD (GHOST) //
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// //
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//////////////////////////////////////////////
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/datum/dynamic_ruleset/midround/from_ghosts/wizard
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name = "Wizard"
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config_tag = "midround_wizard"
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persistent = TRUE
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antag_datum = /datum/antagonist/wizard
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antag_flag = ROLE_WIZARD
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enemy_roles = list("Security Officer","Detective","Head of Security", "Captain")
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required_enemies = list(4,4,3,2,2,1,1,0,0,0)
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required_candidates = 1
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weight = 1
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cost = 20
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requirements = list(90,90,70,50,50,50,50,40,30,30)
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high_population_requirement = 30
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repeatable = TRUE
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var/datum/mind/wizard
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/datum/dynamic_ruleset/midround/from_ghosts/wizard/ready(forced = FALSE)
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if (required_candidates > (dead_players.len + list_observers.len))
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return FALSE
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if(GLOB.wizardstart.len == 0)
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log_admin("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
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message_admins("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
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return FALSE
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return ..()
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/datum/dynamic_ruleset/midround/from_ghosts/wizard/finish_setup(mob/new_character, index)
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..()
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new_character.forceMove(pick(GLOB.wizardstart))
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/datum/dynamic_ruleset/midround/from_ghosts/wizard/rule_process() // i can literally copy this from are_special_antags_dead it's great
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if(isliving(wizard.current) && wizard.current.stat!=DEAD)
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return FALSE
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for(var/obj/item/phylactery/P in GLOB.poi_list) //TODO : IsProperlyDead()
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if(P.mind && P.mind.has_antag_datum(/datum/antagonist/wizard))
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return FALSE
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if(SSevents.wizardmode) //If summon events was active, turn it off
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SSevents.toggleWizardmode()
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SSevents.resetFrequency()
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return RULESET_STOP_PROCESSING
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//////////////////////////////////////////////
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// //
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// NUCLEAR OPERATIVES (MIDROUND) //
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// //
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//////////////////////////////////////////////
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/datum/dynamic_ruleset/midround/from_ghosts/nuclear
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name = "Nuclear Assault"
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config_tag = "midround_nuclear"
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antag_flag = ROLE_OPERATIVE
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antag_datum = /datum/antagonist/nukeop
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enemy_roles = list("AI", "Cyborg", "Security Officer", "Warden","Detective","Head of Security", "Captain")
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required_enemies = list(5,5,4,3,3,2,2,2,1,1)
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required_candidates = 5
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weight = 5
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cost = 35
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requirements = list(90,90,90,80,70,60,50,40,40,40)
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high_population_requirement = 40
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var/operative_cap = list(2,2,3,3,4,5,5,5,5,5)
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var/datum/team/nuclear/nuke_team
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flags = HIGHLANDER_RULESET
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/datum/dynamic_ruleset/midround/from_ghosts/nuclear/acceptable(population=0, threat=0)
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if (locate(/datum/dynamic_ruleset/roundstart/nuclear) in mode.executed_rules)
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return FALSE // Unavailable if nuke ops were already sent at roundstart
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indice_pop = min(10, round(living_players.len/5)+1)
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/* NOTE: The above line's magic value of "10" is a hack due to the fact that byond was
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not recognizing operative_cap as a defined variable. It should be operative_cap.len--
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and yes, this means that if the len is changed, this variable must be changed along with it.
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One day, once the mystery of why this issue was occuring is figured out,
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we may change it back, but until this day comes, we must make it simply 10.
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*/
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required_candidates = operative_cap[indice_pop]
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return ..()
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/datum/dynamic_ruleset/midround/from_ghosts/nuclear/ready(forced = FALSE)
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if (required_candidates > (dead_players.len + list_observers.len))
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return FALSE
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return ..()
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/datum/dynamic_ruleset/midround/from_ghosts/nuclear/finish_setup(mob/new_character, index)
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new_character.mind.special_role = "Nuclear Operative"
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new_character.mind.assigned_role = "Nuclear Operative"
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if (index == 1) // Our first guy is the leader
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var/datum/antagonist/nukeop/leader/new_role = new
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nuke_team = new_role.nuke_team
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new_character.mind.add_antag_datum(new_role)
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else
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return ..()
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//////////////////////////////////////////////
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// //
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// BLOB (GHOST) //
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// //
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//////////////////////////////////////////////
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/datum/dynamic_ruleset/midround/from_ghosts/blob
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name = "Blob"
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config_tag = "blob"
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antag_datum = /datum/antagonist/blob
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antag_flag = ROLE_BLOB
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enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
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required_enemies = list(3,3,2,2,2,1,1,1,1,0)
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required_candidates = 1
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blocking_rules = list(/datum/dynamic_ruleset/roundstart/clockcult)
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weight = 4
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cost = 10
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requirements = list(101,101,101,80,60,50,50,50,50,50)
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high_population_requirement = 50
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repeatable = TRUE
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/datum/dynamic_ruleset/midround/from_ghosts/blob/ready(forced = FALSE)
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if (required_candidates > (dead_players.len + list_observers.len))
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return FALSE
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return ..()
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/datum/dynamic_ruleset/midround/from_ghosts/blob/generate_ruleset_body(mob/applicant)
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var/body = applicant.become_overmind()
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return body
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//////////////////////////////////////////////
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// //
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// XENOMORPH (GHOST) //
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// //
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//////////////////////////////////////////////
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/datum/dynamic_ruleset/midround/from_ghosts/xenomorph
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name = "Alien Infestation"
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config_tag = "xenos"
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antag_datum = /datum/antagonist/xeno
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antag_flag = ROLE_ALIEN
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enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
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required_enemies = list(3,3,2,2,1,1,1,1,1,0)
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required_candidates = 1
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weight = 3
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cost = 10
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requirements = list(101,101,101,70,50,50,50,50,50,50)
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high_population_requirement = 50
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repeatable_weight_decrease = 2
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repeatable = TRUE
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var/list/vents = list()
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/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/ready(forced = FALSE)
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if (required_candidates > (dead_players.len + list_observers.len))
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return FALSE
|
|
return ..()
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/execute()
|
|
// 50% chance of being incremented by one
|
|
required_candidates += prob(50)
|
|
for(var/obj/machinery/atmospherics/components/unary/vent_pump/temp_vent in GLOB.machines)
|
|
if(QDELETED(temp_vent))
|
|
continue
|
|
if(is_station_level(temp_vent.loc.z) && !temp_vent.welded)
|
|
var/datum/pipeline/temp_vent_parent = temp_vent.parents[1]
|
|
if(!temp_vent_parent)
|
|
continue // No parent vent
|
|
// Stops Aliens getting stuck in small networks.
|
|
// See: Security, Virology
|
|
if(temp_vent_parent.other_atmosmch.len > 20)
|
|
vents += temp_vent
|
|
if(!vents.len)
|
|
return FALSE
|
|
. = ..()
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/generate_ruleset_body(mob/applicant)
|
|
var/obj/vent = pick_n_take(vents)
|
|
var/mob/living/carbon/alien/larva/new_xeno = new(vent.loc)
|
|
applicant.transfer_ckey(new_xeno, FALSE)
|
|
message_admins("[ADMIN_LOOKUPFLW(new_xeno)] has been made into an alien by the midround ruleset.")
|
|
log_game("DYNAMIC: [key_name(new_xeno)] was spawned as an alien by the midround ruleset.")
|
|
return new_xeno
|
|
|
|
//////////////////////////////////////////////
|
|
// //
|
|
// NIGHTMARE (GHOST) //
|
|
// //
|
|
//////////////////////////////////////////////
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/nightmare
|
|
name = "Nightmare"
|
|
config_tag = "nightmare"
|
|
antag_datum = /datum/antagonist/nightmare
|
|
antag_flag = "Nightmare"
|
|
antag_flag_override = ROLE_ALIEN
|
|
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
|
|
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
|
|
required_candidates = 1
|
|
weight = 3
|
|
cost = 10
|
|
requirements = list(101,101,101,70,50,40,20,15,15,15)
|
|
high_population_requirement = 50
|
|
repeatable_weight_decrease = 2
|
|
repeatable = TRUE
|
|
var/list/spawn_locs = list()
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/nightmare/execute()
|
|
for(var/X in GLOB.xeno_spawn)
|
|
var/turf/T = X
|
|
var/light_amount = T.get_lumcount()
|
|
if(light_amount < SHADOW_SPECIES_LIGHT_THRESHOLD)
|
|
spawn_locs += T
|
|
if(!spawn_locs.len)
|
|
return FALSE
|
|
. = ..()
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/nightmare/generate_ruleset_body(mob/applicant)
|
|
var/datum/mind/player_mind = new /datum/mind(applicant.key)
|
|
player_mind.active = TRUE
|
|
|
|
var/mob/living/carbon/human/S = new (pick(spawn_locs))
|
|
player_mind.transfer_to(S)
|
|
player_mind.assigned_role = "Nightmare"
|
|
player_mind.special_role = "Nightmare"
|
|
player_mind.add_antag_datum(/datum/antagonist/nightmare)
|
|
S.set_species(/datum/species/shadow/nightmare)
|
|
|
|
playsound(S, 'sound/magic/ethereal_exit.ogg', 50, 1, -1)
|
|
message_admins("[ADMIN_LOOKUPFLW(S)] has been made into a Nightmare by the midround ruleset.")
|
|
log_game("DYNAMIC: [key_name(S)] was spawned as a Nightmare by the midround ruleset.")
|
|
return S
|
|
|
|
//////////////////////////////////////////////
|
|
// //
|
|
// SENTIENT DISEASE //
|
|
// //
|
|
//////////////////////////////////////////////
|
|
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/sentient_disease
|
|
name = "Sentient Disease"
|
|
config_tag = "sentient_disease"
|
|
antag_flag = ROLE_ALIEN
|
|
enemy_roles = list("Virologist","Chief Medical Officer","Captain","Chemist")
|
|
required_enemies = list(2,1,1,1,0,0,0,0,0,0)
|
|
required_candidates = 1
|
|
weight = 4
|
|
cost = 5
|
|
requirements = list(30,30,20,20,15,10,10,10,10,5) // yes, it can even happen in "extended"!
|
|
high_population_requirement = 5
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/sentient_disease/ready(forced = FALSE)
|
|
if (required_candidates > (dead_players.len + list_observers.len))
|
|
return FALSE
|
|
return ..()
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/sentient_disease/generate_ruleset_body(mob/applicant)
|
|
var/mob/camera/disease/virus = new /mob/camera/disease(SSmapping.get_station_center())
|
|
applicant.transfer_ckey(virus, FALSE)
|
|
INVOKE_ASYNC(virus, /mob/camera/disease/proc/pick_name)
|
|
message_admins("[ADMIN_LOOKUPFLW(virus)] has been made into a sentient disease by the midround ruleset.")
|
|
log_game("[key_name(virus)] was spawned as a sentient disease by the midround ruleset.")
|
|
return virus
|
|
|
|
//////////////////////////////////////////////
|
|
// //
|
|
// REVENANT //
|
|
// //
|
|
//////////////////////////////////////////////
|
|
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/revenant
|
|
name = "Revenant"
|
|
config_tag = "revenant"
|
|
antag_flag = ROLE_REVENANT
|
|
enemy_roles = list("Chief Engineer","Station Engineer","Captain","Chaplain","AI")
|
|
required_enemies = list(2,1,1,1,0,0,0,0,0,0)
|
|
required_candidates = 1
|
|
weight = 4
|
|
cost = 5
|
|
requirements = list(30,30,30,30,20,15,15,15,15,15)
|
|
high_population_requirement = 15
|
|
var/list/spawn_locs = list()
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/revenant/ready(forced = FALSE)
|
|
var/deadMobs = 0
|
|
for(var/mob/M in GLOB.dead_mob_list)
|
|
deadMobs++
|
|
if(deadMobs < REVENANT_SPAWN_THRESHOLD)
|
|
return FALSE
|
|
if(required_candidates > (dead_players.len + list_observers.len))
|
|
return FALSE
|
|
for(var/mob/living/L in GLOB.dead_mob_list) //look for any dead bodies
|
|
var/turf/T = get_turf(L)
|
|
if(T && is_station_level(T.z))
|
|
spawn_locs += T
|
|
if(!spawn_locs.len || spawn_locs.len < 15) //look for any morgue trays, crematoriums, ect if there weren't alot of dead bodies on the station to pick from
|
|
for(var/obj/structure/bodycontainer/bc in GLOB.bodycontainers)
|
|
var/turf/T = get_turf(bc)
|
|
if(T && is_station_level(T.z))
|
|
spawn_locs += T
|
|
if(!spawn_locs.len) //If we can't find any valid spawnpoints, try the carp spawns
|
|
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
|
|
if(isturf(L.loc))
|
|
spawn_locs += L.loc
|
|
if(!spawn_locs.len) //If we can't find THAT, then just give up and cry
|
|
return FALSE
|
|
return ..()
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/revenant/generate_ruleset_body(mob/applicant)
|
|
var/mob/living/simple_animal/revenant/revvie = new(pick(spawn_locs))
|
|
applicant.transfer_ckey(revvie, FALSE)
|
|
message_admins("[ADMIN_LOOKUPFLW(revvie)] has been made into a revenant by the midround ruleset.")
|
|
log_game("[key_name(revvie)] was spawned as a revenant by the midround ruleset.")
|
|
return revvie
|
|
|
|
//////////////////////////////////////////////
|
|
// //
|
|
// SLAUGHTER DEMON //
|
|
// //
|
|
//////////////////////////////////////////////
|
|
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/slaughter_demon
|
|
name = "Slaughter Demon"
|
|
config_tag = "slaughter_demon"
|
|
antag_flag = ROLE_ALIEN
|
|
enemy_roles = list("Security Officer","Shaft Miner","Head of Security","Captain","Janitor","AI","Cyborg")
|
|
required_enemies = list(3,2,2,2,2,1,1,1,1,0)
|
|
required_candidates = 1
|
|
weight = 4
|
|
cost = 15
|
|
requirements = list(101,101,101,90,80,70,60,50,40,30)
|
|
high_population_requirement = 30
|
|
var/list/spawn_locs = list()
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/slaughter_demon/ready(forced = FALSE)
|
|
if(required_candidates > (dead_players.len + list_observers.len))
|
|
return FALSE
|
|
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
|
|
if(isturf(L.loc))
|
|
spawn_locs += L.loc
|
|
|
|
if(!spawn_locs.len)
|
|
return FALSE
|
|
return ..()
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/slaughter_demon/generate_ruleset_body(mob/applicant)
|
|
var/datum/mind/player_mind = new /datum/mind(applicant.key)
|
|
player_mind.active = 1
|
|
var/obj/effect/dummy/phased_mob/slaughter/holder = new /obj/effect/dummy/phased_mob/slaughter((pick(spawn_locs)))
|
|
var/mob/living/simple_animal/slaughter/S = new (holder)
|
|
S.holder = holder
|
|
player_mind.transfer_to(S)
|
|
player_mind.assigned_role = "Slaughter Demon"
|
|
player_mind.special_role = "Slaughter Demon"
|
|
player_mind.add_antag_datum(/datum/antagonist/slaughter)
|
|
to_chat(S, S.playstyle_string)
|
|
to_chat(S, "<B>You are currently not currently in the same plane of existence as the station. Blood Crawl near a blood pool to manifest.</B>")
|
|
SEND_SOUND(S, 'sound/magic/demon_dies.ogg')
|
|
message_admins("[ADMIN_LOOKUPFLW(S)] has been made into a slaughter demon by dynamic.")
|
|
log_game("[key_name(S)] was spawned as a slaughter demon by dynamic.")
|
|
return S
|
|
|
|
//////////////////////////////////////////////
|
|
// //
|
|
// ABDUCTORS //
|
|
// //
|
|
//////////////////////////////////////////////
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/abductors
|
|
name = "Abductors"
|
|
config_tag = "abductors"
|
|
antag_flag = ROLE_ABDUCTOR
|
|
// Has two antagonist flags, in fact
|
|
enemy_roles = list("AI", "Cyborg", "Security Officer", "Warden","Detective","Head of Security", "Captain")
|
|
required_enemies = list(3,3,2,2,1,1,0,0,0,0)
|
|
required_candidates = 2
|
|
weight = 8
|
|
cost = 10
|
|
requirements = list(101,101,70,50,40,30,30,20,15,15)
|
|
blocking_rules = list(/datum/dynamic_ruleset/roundstart/nuclear,/datum/dynamic_ruleset/midround/from_ghosts/nuclear)
|
|
high_population_requirement = 15
|
|
var/datum/team/abductor_team/team
|
|
repeatable_weight_decrease = 4
|
|
repeatable = TRUE
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/abductors/ready(forced = FALSE)
|
|
if(required_candidates > (dead_players.len + list_observers.len))
|
|
return FALSE
|
|
team = new /datum/team/abductor_team
|
|
if(team.team_number > ABDUCTOR_MAX_TEAMS)
|
|
return FALSE
|
|
return ..()
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/abductors/finish_setup(mob/new_character, index)
|
|
switch(index)
|
|
if(1) // yeah this seems like a baffling anti-pattern but it's actually the best way to do this, shit you not
|
|
var/mob/living/carbon/human/agent = new_character
|
|
agent.mind.add_antag_datum(/datum/antagonist/abductor/agent, team)
|
|
log_game("[key_name(agent)] has been selected as [team.name] abductor agent.")
|
|
if(2)
|
|
var/mob/living/carbon/human/scientist = new_character
|
|
scientist.mind.add_antag_datum(/datum/antagonist/abductor/scientist, team)
|
|
log_game("[key_name(scientist)] has been selected as [team.name] abductor scientist.")
|
|
|
|
//////////////////////////////////////////////
|
|
// //
|
|
// SPACE NINJA //
|
|
// //
|
|
//////////////////////////////////////////////
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/ninja
|
|
name = "Space Ninja"
|
|
config_tag = "ninja"
|
|
antag_flag = ROLE_NINJA
|
|
enemy_roles = list("Security Officer","Head of Security","Captain","AI","Cyborg")
|
|
required_enemies = list(3,2,2,2,2,1,1,1,1,0)
|
|
required_candidates = 1
|
|
weight = 4
|
|
cost = 15
|
|
requirements = list(101,101,101,90,80,70,60,50,40,30)
|
|
high_population_requirement = 30
|
|
var/list/spawn_locs = list()
|
|
var/spawn_loc
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/ninja/ready(forced = FALSE)
|
|
if(required_candidates > (dead_players.len + list_observers.len))
|
|
return FALSE
|
|
if(!spawn_loc)
|
|
var/list/spawn_locs = list()
|
|
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
|
|
if(isturf(L.loc))
|
|
spawn_locs += L.loc
|
|
if(!spawn_locs.len)
|
|
return FALSE
|
|
spawn_loc = pick(spawn_locs)
|
|
if(!spawn_loc)
|
|
return FALSE
|
|
return ..()
|
|
|
|
/datum/dynamic_ruleset/midround/from_ghosts/ninja/generate_ruleset_body(mob/applicant)
|
|
var/key = applicant.key
|
|
|
|
//Prepare ninja player mind
|
|
var/datum/mind/Mind = new /datum/mind(key)
|
|
Mind.assigned_role = ROLE_NINJA
|
|
Mind.special_role = ROLE_NINJA
|
|
Mind.active = 1
|
|
|
|
//spawn the ninja and assign the candidate
|
|
var/mob/living/carbon/human/Ninja = create_space_ninja(spawn_loc)
|
|
Mind.transfer_to(Ninja)
|
|
var/datum/antagonist/ninja/ninjadatum = new
|
|
ninjadatum.helping_station = pick(TRUE,FALSE)
|
|
if(ninjadatum.helping_station)
|
|
mode.refund_threat(5)
|
|
Mind.add_antag_datum(ninjadatum)
|
|
|
|
if(Ninja.mind != Mind) //something has gone wrong!
|
|
throw EXCEPTION("Ninja created with incorrect mind")
|
|
|
|
message_admins("[ADMIN_LOOKUPFLW(Ninja)] has been made into a ninja by dynamic.")
|
|
log_game("[key_name(Ninja)] was spawned as a ninja by dynamic.")
|
|
return Ninja
|
|
|
|
#undef ABDUCTOR_MAX_TEAMS
|
|
#undef REVENANT_SPAWN_THRESHOLD
|
|
|
|
//////////////////////////////////////////////
|
|
// //
|
|
// BLOODSUCKERS //
|
|
// //
|
|
//////////////////////////////////////////////
|
|
|
|
/datum/dynamic_ruleset/latejoin/bloodsucker
|
|
name = "Bloodsucker Infiltrator"
|
|
config_tag = "latejoin_bloodsucker"
|
|
antag_datum = ANTAG_DATUM_BLOODSUCKER
|
|
antag_flag = ROLE_TRAITOR
|
|
restricted_roles = list("AI", "Cyborg")
|
|
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
|
required_candidates = 1
|
|
weight = 3
|
|
cost = 10
|
|
requirements = list(90,80,70,60,55,50,45,40,35,30)
|
|
high_population_requirement = 30
|
|
repeatable = TRUE
|
|
|
|
/datum/dynamic_ruleset/latejoin/bloodsucker/execute()
|
|
var/mob/M = pick(candidates)
|
|
assigned += M.mind
|
|
M.mind.special_role = antag_flag
|
|
if(mode.make_bloodsucker(M.mind))
|
|
mode.bloodsuckers += M
|
|
return TRUE
|